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Masters Degrees (Augmented Reality)

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This course introduces you to bespoke methods for designing digital experiences with the support of our industry partners. York Business School will deliver bespoke modules in order for you to understand how to set up a start-up company. Read more

This course introduces you to bespoke methods for designing digital experiences with the support of our industry partners. York Business School will deliver bespoke modules in order for you to understand how to set up a start-up company.

This course in MA Virtual and Augmented Reality will equip you with a broad range of skill,s by exploring a number of media platforms using both wearable and handheld devices to conceptualise new digital experiences. 

York St John Business School will work in partnership with you to deliver bespoke business modules to enable you to become entrepreneurial and understand how creative practice and business can link together.

Students will be expected to initially provide a creative proposal for study, this will underpin the essence of the project. This may take a form of creative expression or a problem solving investigation.

The programme will prepare you to become more familiar in both VR and AR and to apply your creative talent and transferable skills through a diverse range of sectors such as marketing, education, television, film, gaming and many others, to be prepared for working in the industry. 



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For many people regular physical exercise is not carried out a sufficient level to stay healthy and maintain a basic level of fitness. Read more

For many people regular physical exercise is not carried out a sufficient level to stay healthy and maintain a basic level of fitness. This project will examine if augmenting a conventional exercise routine with recreational virtual environments, will increase the intrinsic mo tivation with a group of users.

Building on research in VR/AR platforms with 3D 6 Degrees of Freedom accurate low latency controllers where users’ physical movement can be tracked ,the game /experience will lead the user through a number of predefined physical activities over a specific time period.

The user’s movements and other biometric data are collated and assessed in the context of the user’s perception of exertion and motivation to continue to carry out the exercise. We hope to gain an understanding of the links between differing VR/AR experiences and motivation to carry out physical exercise.

Methodology proposed

This project will use a mixed methodology. A pilot study will be carried out on usage of the new the new system.

Expected outcomes: (e.g. deliverables & strategic impacts)

Through knowledge creation, application and transfer, this project will deepen our understanding of the factors determining motivation for physical exercise in a VR/AR environment. In line with the IT Carlow’s strategic research objectives, the outputs will be disseminated through publication in peer-reviewed journals and at conferences.



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This research Master's programme focuses on technology and the applications of virtual reality, computer graphics, imaging and computer vision. Read more

This research Master's programme focuses on technology and the applications of virtual reality, computer graphics, imaging and computer vision. Students learn alongside world-leading researchers specialising in virtual reality, augmented reality, 3D modelling, visualisation, interfaces, gaming and social. They will partake in UCL's multidisciplinary tradition, sharing ideas and resources across UCL Engineering and beyond.

About this degree

Students will learn how to analyse, engineer and evaluate a broad range of virtual reality and augmented reality systems. They will discover how to analyse the requirements for interfaces, such as type of system, role of application tasks and perceptual requirements. They will learn how to develop for advanced immersive systems as well as how to validate and evaluate those systems.

Students undertake modules to the value of 180 credits.

The programme consists of an individual dissertation (75 credits), a group research project (30 credits), four optional modules (45 credits), and two transferable skills modules (30 credits).

Core modules

All of the following modules must be taken. 

  • Individual Research Project
  • Group Project B
  • Research Methods and Reading

If the cohort is not large enough to run the Group Project, students will take a second individual research project instead.

Optional modules

Students choose four optional modules (45 credits in total) from the following list. 

One of the transferable skills modules must be Researcher Professional Development or Entrepreneurship Theory and Practice.

  • Mathematical Methods Algorithms & Implementations
  • Virtual Environments
  • Image Processing
  • Computer Graphics
  • Machine Vision
  • Graphical Models
  • Geometry of Images
  • Acquisition & Processing of 3D Geometry
  • Inverse Problems in Imaging
  • Computational Photography & Capture
  • Researcher Professional Development*
  • Entrepreneurship Theory and Practice*

It is also possible for students to select other advanced taught or research modules, with approval. 

Please note that registration on optional modules is subject to demand and cannot be guaranteed. 

*Indicates transferable skills module. At least one of these transferable skills modules must be taken.

Dissertation/report

All students will undertake an individual research project (75 credits) which culminates in a dissertation of 10,000 - 12,000 words and a 15-minute oral presentation.

Teaching and learning

The programme is delivered through a combination of lectures, lab practicals and tutorials, and is assessed through examinations, presentations, dissertation and coursework.

Careers

We equip our graduates for jobs in organisations including creative media companies, global IT companies and 3D graphics and product design specialists. We expect graduates to be able to develop state-of-the-art systems that fulfil a broad range of application needs.

Many of our alumni work in the various media industries across London. A significant number have founded their own successful start-up companies.

Employability

With virtual reality and associated technologies being relatively new, industry needs individuals with a broad ability to design and evaluate systems. VEIV and UCL provide a multidisciplinary environment where students can specialise in a particular area, but also get a broad understanding of the various ways that novel immersive technologies are being analysed and developed.

Why study this degree at UCL?

The Virtual Reality MRes is run by UCL’s Virtual Environments, Interaction and Visualisation (VEIV) Centre. This centre has been a world leader in computational capture, rendering and simulation for the past 15 years. 

VEIV has access to UCL’s exceptional virtual reality facilities, including a full range of consumer AR & VR equipment, motion capture systems, a large CAVE projection room system and haptic robots.



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OVERVIEW. Digital has changed the game for sports business forever. Teams, leagues and federations no longer compete with each other; the new competitors are digitally-based activities such as social media, video streaming and gaming. Read more

OVERVIEW

Digital has changed the game for sports business forever. Teams, leagues and federations no longer compete with each other; the new competitors are digitally-based activities such as social media, video streaming and gaming. Some analysts have even observed sport to be the most disrupted of all industries. 

Digital is more about aligning strategy and the organization to behaviours and expectations of modern fans than it is about technology. 

Ultimately, digital is about growth and therefore 'Managing Digital Transformation in Sports' has been purposely developed for football and sport organisations to explain the digital challenge to sports leaders, managers and professionals in a way that will enable organization and career growth.  

It is a modern reality that whilst business models in sports are still adjusting to the new data and fan-first reality of the digital era, a new breed of technologies such as virtual and augmented reality have arrived to push the economy further into competition for personalized and immersive experiences. 

 Through all of this volatility, the principles that are needed to navigate digital disruption in our own roles and organizations are now understood. 'Managing Digital Transformation in Sports' takes lessons from all industries in the digital economy and combines them with football and sports business best practices to deliver a master class for career and business transformation. 

PROSPECTUS

You can download the program prospectus here.

AIMED AT:

The program is aimed at professionals looking to improve their digital literacy so that they can more effectively lead and contribute to business transformation in a sports/football organization. 

 

It is the first program focusing on the transformation and specialization of digital business in the sports industry. 

 

 KEY BENEFITS OF THE PROGRAM INCLUDE:

  • World class curriculum and teaching by faculty from the the top football clubs, governing bodies, sports brands, media outlets and athlete representation firms worldwide.
  •  
  • Peer-to-peer learning through virtual lectures, online classroom discussion groups, project reviews and 360° feedback.
  •  
  • Selective entrance criterion ensuring quality for the program and optimizing networking opportunities

PROGRAM CONTENT

To ensure you are fully prepared for a wide range of professional challenges, the course curriculum covers all business areas across the sport industry.

The well-rounded curriculum is divided into four terms that cover the following areas:

 

TERM 1 - SPORTS BUSINESS IN DIGITAL

1. Introduction - why sport is most disrupted of all industries

2. The new consumer and fan

3. New sport business responsibilities

4. Digital technologies and their impact on sports business explained

- Internet of Things

- Cloud Computing

- Mobile Computing

- Digital and Social Media

- Data and Analytics

- New technologies: Virtual Reality, Augmented Reality & Artifi cial Intelligence

 

TERM 2 - ACHIEVING DIGITAL MATURITY

1. What is Digital Maturity 

2. Obstacles to achieving Digital Transformation 

3. Digital Transformation Success Factors

- Leadership and Strategy

- Culture and Governance 

- Business Model Innovation 

- Fan-centered Design 

- Corporate requirements - Finance, IT and Marketing 

- Open Innovation (including special feature on Innovation best practice)

 

TERM 3 - BECOMING A SOCIAL BUSINESS

1. What is a Social Business 

2. Social Leadership 

3. Socially Inspired Trends

 

- Digital Marketing Models 

- Digital Marketing Capabilities 

- Digital Media and the changing broadcast landscape 

- Crowd sourcing, Recruitment, Employee Ambassadors 

- Social Media Platform Selection 

- Social Media Best Practice 

- Sponsorship and monetizing social media 

- Mobile Apps

- Esports - industry analysis and opportunities for traditional sports

TERM 4 - DATA STRATEGY AND MARKETING WITH ANALYTICS

1. How Data is transforming business 

2. Characteristics of Data high-performers 

3. Planning for data mastery

 

- Developing a Data-driven culture

- Data and Analytics best practices and case studies

- Attracting and retaining Data and Analytics Talent

- Innovating with Data

- Sources of Fan Data and Customer Data Platforms

- How Big Data drives Marketing Success in Sport Organizations



METHODOLOGY

You will benefit from the latest technology-enabled education and an interactive methodology that combines live web conferences led by top football industry professionals with an integral online platform through which the contents of the program are delivered.

FACULTY

The program brings together international industry executives from the top sports clubs, governing bodies and corporations across the world to provide candidates with the most relevant and up-todate information from the football industry through online guest speaker sessions.  

 

This course is led by Stephen Bourke, Sports Business Strategist and Digital Analyst. Stephen is an internationally experienced sports business specialist from Australia presently working in Qatar. He is a global executive board member of Sport and Entertainment Alliance In Technology (SEAT) Conference in the USA. Stephen’s passion for understanding the impact that the digital economy is having on sports business has led to him becoming the fi rst person to develop and deliver content online to inspire other sports professionals own transformation in our new digital-first reality.

 

The Sports Business Institute have provided training to executives from across the football industry at a global level including clubs, federations, and media outlets such as FIFA, Club Wembley, Liverpool FC, Manchester United, Manchester City FC, West Ham United, PSG, Inter Milan, Juventus, Galatasaray, the Mexican Football Federation among numerous other top sports properties.

REGISTRATION PROCEDURE

1. Visit http://www.sbibarcelona.com/events/managing-digital-transformation-in-sports

2. Click on the button "Secure your spot here"

3. Fill out online registration form on this page

4. Secure a spot in the program by paying a 50 Euro application fee. You must fill out the form on this page and click on the "Register" button.

5. Once the application fee has been paid a member of our team will contact you to confirm your registration. 

6. You must then complete the balance of your course tuition fee of 2,950 Euros* by bank transfer.



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Research programme. The Department offers research programmes leading to the degrees of MSc, MPhil and PhD. It supports a broad range of research interest and over the last few years the number of research students has grown steadily. Read more

Research programme

The Department offers research programmes leading to the degrees of MSc, MPhil and PhD. It supports a broad range of research interest and over the last few years the number of research students has grown steadily. Currently the Department has a number of research groups consisting of nine research active academics. It currently has twenty five PhD three MSc (research) students engaged in projects on AI, Computer Vision, Cloud Computing, IoT, Big Data, Biometrics, Augmented Reality, Security and Forensics, and Battery Management Systems. The Department has just entered into a £1.7m research partnership with Ten-D Innovations (Shanghai) to establish research centres in Data Science and Machine Learning at Buckingham and Shanghai.

The Department fosters a culture of collaborative, interdisciplinary research. It has established a strong research base in 1) Biometrics; 2) Medical Image Analysis; 3) Computational Medicine; 4) Wireless technologies and IoT. Emerging research areas include Artificial Intelligence (AI) augmented reality (AR) and virtual reality (VR). Students join a vibrant research environment that includes regular Work-in-progress Seminars (WipS) by research students, Interdisciplinary Talks by researchers from UK and overseas, and Industry Talks by leading practitioners.

The Department has a history of involvement in EU framework projects (e.g. SecurePhone and BroadWan). It works collaboratively with world-leading universities and research institutes such as Imperial College, Open University, Wellcome Trust Sanger, KU Leuven, and Universiteit Gent. The Department has worked on successful projects in partnership with Thomson, TELENOR, RAL, Salzburg, Telephonica – Spain, Atos Origin.

More recently, the Department was awarded three Knowledge Transfer Partnerships (KTP) with a total fund of nearly £0.5 million, part funded by Innovate UK. Two KTP projects on biometric authentication with Deepnet Security were completed successfully in 2017 and 2018 respectively. The third project on intelligent pest control with Russell IPM is due to complete at the end of 2018.

Find out more about our Department of Applied Computing on http://www.buckingham.ac.uk/appliedcomputing.

Apply here http://www.buckingham.ac.uk/sciences/msc/computingresearch.



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The future of information and communication technology (ICT) is driven by mobile and networked embedded systems. Read more

About Mobile and Embedded Systems

The future of information and communication technology (ICT) is driven by mobile and networked embedded systems: tomorrow’s digital cities, Industry 4.0, cyber-physical systems (CPS) and the Internet of Things (IoT) will all depend on embedded sensing of real-world phenomena, in-situ computation as well as automated information exchange and data distribution using machine-to-machine (M2M) com­munications between local and distributed control systems and machinery.

The ‘smart grid’ is one example of an application for future embedded systems, as it uses real-time sensing of the available renewable energy to determine where energy is to be routed across the power grid and controls intelligent machinery to increase production during peak times; this requires that internet-connected smart meters are installed in industrial plants and private homes alike to facilitate real-time sensing and control of technical systems.

Another exciting area of application for embedded systems is mobile and wearable technology, which allows users to access and manipulate information ‘on the go’ as the system provides relevant and timely information — indeed, this is one of the main purposes of mobile information technology such as smartphones and tablet computers. Additional meaning for this Human-Computer Interaction (HCI) is generated by the context of the device, the user, the location and many more factors, all of which are sensed and computed by a plenitude of embedded sensors and collocated or connected systems.

Wearable devices such as fitness trackers and smart watches collect bio-physiological and health-related data to facilitate novel applications, including smart contact lenses and feedback systems for the learning of physical activities. At the same time, increasing cross-device interoperability means that users of head-mounted augmented reality and virtual reality displays can, for instance, use their entire smartphone screen as a keyboard and have the typed text displayed on augmented reality glasses.

Programme content

The programme is divided into three module groups with core and elective modules. These are:

1. Human-Computer Interaction
2. Systems Engineering
3. Data Processing, Signals and Systems

Features

- Excellent rankings for computer science, e.g. in U-Multirank and the CHE rankings
- A strongly research-oriented two-year programme with a modern, broad range of subjects
- Allows flexible interest-based selection of modules from the groups ‘Human-Computer Interaction’, ‘Systems Engineering’ and ‘Data Processing, Signals and Systems’
- A fully English-taught programme
- An outstanding staff-student ratio
- Participation in cutting-edge research projects
- Excellent research and teaching infrastructure
- An extensive network of partnerships with academic institutions and businesses worldwide
- A great student experience in Passau, the ‘City of Three Rivers’

Language requirements

Unless English is your native language or the language of your secondary or undergraduate education, you should provide an English language certificate at level B2 CEFR, e.g. TOEFL with a minimum score of 567 PBT, 87 iBT or ITP 543 (silver); IELTS starting from 5.5; or an equivalent language certificate.

To facilitate daily life in Germany, it would be beneficial for you to have German language skills at level A1 CEFR (beginner’s level). If you do not have any German skills when starting out on the programme, you will complete a compulsory beginner’s German course during your first year of study.

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Why study Visual Computing and Communication?. Visual Computing and Communication focuses on the acquisition, processing, analysis, transmission, and rendering of visual information, including aspects of learning and decision making. Read more

Why study Visual Computing and Communication?

Visual Computing and Communication focuses on the acquisition, processing, analysis, transmission, and rendering of visual information, including aspects of learning and decision making. It is an interdisciplinary programme at the intersection of computer science and information technology where students can be active in the areas of image processing and communication, image analysis, computer vision, computer graphics, augmented reality, visualisation, visual analytics, as well as web-based and network applications. Our graduates combine technological and business aspects to create products and services for our ocular-centric world.

Why choose Visual Computing and Communication at EIT Digital?

Visual Computing and Communication is a perfect Masters education for those who are fascinated by the algorithms and services that handle visual information in today’s digital society. Students with excellent skills in data and signal processing, linear algebra, probability, and programming will thrive on this programme, which provides opportunities to solve real-world problems and to create new innovative solutions. There is a growing community of technologists and innovators in this challenging, yet rewarding field.

What are the career opportunities?

Our graduates become professionals with an expertise in dealing with visual information. Some may work on computer vision problems in the area of robotics or autonomous vehicles. Others may work on visualisation problems for visual analytics. Many may be drawn to the new world of augmented reality. Careers are made, for example, as an engineer at a telecommunications company, a software developer in the area of e-commerce, a technology innovation consultant, the founder of a tech start-up chasing global markets, or even a PhD researcher at a university in Europe.

How is the programme structured?

All EIT Digital Master School programmes follow the same scheme:

  • Students study one year at an ‘entry’ university and one year at an ‘exit’ university in two of EIT Digital’s hot spots around Europe.
  • Upon completion, graduates receive degrees from the two universities and a certificate awarded by the European Institute of Innovation and Technology.
  • The first year is similar at all entry points with basic courses to lay the foundation for the chosen technical programme focus. Some elective courses may also be chosen. At the same time, students are introduced to business and management. During the second semester, a design project is combined with business development exercises. These teach how to turn technology into business and how to present a convincing business plan.
  • In between the first year and the second year, a summer school addresses business opportunities within a socially relevant theme.
  • The second year offers a specialisation and a graduation project. The gradation project includes an internship at a company or a research institute and results in a Master thesis with a strong innovation and entrepreneurship dimension.

To learn more about the structure of the programme, please click here.

To learn more about the I&E minor please click here.

Where can I study Visual Computing and Communication?

Entry - 1st year (common courses)

  • Delft University of Technology (TUD)
  • Royal Institute of Technology (KTH)
  • University of Trento (UniTN)

Exit - 2nd year (specialisation)

  • Communication Services and Applications at BME
  • Computer Vision and Multimedia Analysis at UniTN
  • Mobile Visual Computing at KTH
  • Visual Analytics and Pattern Recognition at TUD
  • Web-based Applications at Aalto

About EIT Digital Master School

EIT Digital Master School offers two-year, European Masters in computer science and information technology, with a focus on innovation and entrepreneurship. Students study two years in two leading European universities. They earn two Masters degrees from those universities together with a certificate awarded by the European Institute of Innovation and Technology (EIT). Students enjoy an array of benefits which includes European mobility, a three-day business challenge, a two-week Summer School, an internship and access to the EIT Digital community. Upon graduation, students are equipped with the tools to become digital innovators.

Scholarship:

·        European citizen: No tuition fees. Up to 750 Euros monthly allowance

·        Non-European citizen: tuition fee waiver of up to 50% and 750 Euros monthly allowance

Application deadline to begin studying in September 2018:

·        15 April 2018 (Open to EU/EEA/CH citizens/ Non-EU citizens*.)

*Please note that this application period is not recommended for applicants who require a visa due to time constraints. If you require a visa to study in an EU country, we recommend you delay your application to November 2018 when the application portal opens again, to start in Autumn 2019.

How should you apply?

To apply, you need to register and submit your application on the EIT Digital Application Portal. You don’t need to do your application all at once. You can access the list of required documents for your application here.

Need more information?

Master School Office: , we will be happy to help.



Read less
Why study Visual Computing and Communication?. Visual Computing and Communication focuses on the acquisition, processing, analysis, transmission, and rendering of visual information, including aspects of learning and decision making. Read more

Why study Visual Computing and Communication?

Visual Computing and Communication focuses on the acquisition, processing, analysis, transmission, and rendering of visual information, including aspects of learning and decision making. It is an interdisciplinary programme at the intersection of computer science and information technology where students can be active in the areas of image processing and communication, image analysis, computer vision, computer graphics, augmented reality, visualisation, visual analytics, as well as web-based and network applications. Our graduates combine technological and business aspects to create products and services for our ocular-centric world.

Why choose Visual Computing and Communication at EIT Digital?

Visual Computing and Communication is a perfect Masters education for those who are fascinated by the algorithms and services that handle visual information in today’s digital society. Students with excellent skills in data and signal processing, linear algebra, probability, and programming will thrive on this programme, which provides opportunities to solve real-world problems and to create new innovative solutions. There is a growing community of technologists and innovators in this challenging, yet rewarding field.

What are the career opportunities?

Our graduates become professionals with an expertise in dealing with visual information. Some may work on computer vision problems in the area of robotics or autonomous vehicles. Others may work on visualisation problems for visual analytics. Many may be drawn to the new world of augmented reality. Careers are made, for example, as an engineer at a telecommunications company, a software developer in the area of e-commerce, a technology innovation consultant, the founder of a tech start-up chasing global markets, or even a PhD researcher at a university in Europe.

How is the programme structured?

All EIT Digital Master School programmes follow the same scheme:

  • Students study one year at an ‘entry’ university and one year at an ‘exit’ university in two of EIT Digital’s hot spots around Europe.
  • Upon completion, graduates receive degrees from the two universities and a certificate awarded by the European Institute of Innovation and Technology.
  • The first year is similar at all entry points with basic courses to lay the foundation for the chosen technical programme focus. Some elective courses may also be chosen. At the same time, students are introduced to business and management. During the second semester, a design project is combined with business development exercises. These teach how to turn technology into business and how to present a convincing business plan.
  • In between the first year and the second year, a summer school addresses business opportunities within a socially relevant theme.
  • The second year offers a specialisation and a graduation project. The gradation project includes an internship at a company or a research institute and results in a Master thesis with a strong innovation and entrepreneurship dimension.

To learn more about the structure of the programme, please click here.

To learn more about the I&E minor please click here.

Where can I study Visual Computing and Communication?

Entry - 1st year (common courses)

  • Delft University of Technology (TUD)
  • Royal Institute of Technology (KTH)
  • University of Trento (UniTN)

Exit - 2nd year (specialisation)

  • Communication Services and Applications at BME
  • Computer Vision and Multimedia Analysis at UniTN
  • Mobile Visual Computing at KTH
  • Visual Analytics and Pattern Recognition at TUD
  • Web-based Applications at Aalto

About EIT Digital Master School

EIT Digital Master School offers two-year, European Masters in computer science and information technology, with a focus on innovation and entrepreneurship. Students study two years in two leading European universities. They earn two Masters degrees from those universities together with a certificate awarded by the European Institute of Innovation and Technology (EIT). Students enjoy an array of benefits which includes European mobility, a three-day business challenge, a two-week Summer School, an internship and access to the EIT Digital community. Upon graduation, students are equipped with the tools to become digital innovators.

Scholarship:

·        European citizen: No tuition fees. Up to 750 Euros monthly allowance

·        Non-European citizen: tuition fee waiver of up to 50% and 750 Euros monthly allowance

Application deadline to begin studying in September 2018:

·        15 April 2018 (Open to EU/EEA/CH citizens/ Non-EU citizens*.)

*Please note that this application period is not recommended for applicants who require a visa due to time constraints. If you require a visa to study in an EU country, we recommend you delay your application to November 2018 when the application portal opens again, to start in Autumn 2019.

How should you apply?

To apply, you need to register and submit your application on the EIT Digital Application Portal. You don’t need to do your application all at once. You can access the list of required documents for your application here.

Need more information?

Master School Office: , we will be happy to help.



Read less
Why study Visual Computing and Communication?. Visual Computing and Communication focuses on the acquisition, processing, analysis, transmission, and rendering of visual information, including aspects of learning and decision making. Read more

Why study Visual Computing and Communication?

Visual Computing and Communication focuses on the acquisition, processing, analysis, transmission, and rendering of visual information, including aspects of learning and decision making. It is an interdisciplinary programme at the intersection of computer science and information technology where students can be active in the areas of image processing and communication, image analysis, computer vision, computer graphics, augmented reality, visualisation, visual analytics, as well as web-based and network applications. Our graduates combine technological and business aspects to create products and services for our ocular-centric world.

Why choose Visual Computing and Communication at EIT Digital?

Visual Computing and Communication is a perfect Masters education for those who are fascinated by the algorithms and services that handle visual information in today’s digital society. Students with excellent skills in data and signal processing, linear algebra, probability, and programming will thrive on this programme, which provides opportunities to solve real-world problems and to create new innovative solutions. There is a growing community of technologists and innovators in this challenging, yet rewarding field.

What are the career opportunities?

Our graduates become professionals with an expertise in dealing with visual information. Some may work on computer vision problems in the area of robotics or autonomous vehicles. Others may work on visualisation problems for visual analytics. Many may be drawn to the new world of augmented reality. Careers are made, for example, as an engineer at a telecommunications company, a software developer in the area of e-commerce, a technology innovation consultant, the founder of a tech start-up chasing global markets, or even a PhD researcher at a university in Europe.

How is the programme structured?

All EIT Digital Master School programmes follow the same scheme:

  • Students study one year at an ‘entry’ university and one year at an ‘exit’ university in two of EIT Digital’s hot spots around Europe.
  • Upon completion, graduates receive degrees from the two universities and a certificate awarded by the European Institute of Innovation and Technology.
  • The first year is similar at all entry points with basic courses to lay the foundation for the chosen technical programme focus. Some elective courses may also be chosen. At the same time, students are introduced to business and management. During the second semester, a design project is combined with business development exercises. These teach how to turn technology into business and how to present a convincing business plan.
  • In between the first year and the second year, a summer school addresses business opportunities within a socially relevant theme.
  • The second year offers a specialisation and a graduation project. The gradation project includes an internship at a company or a research institute and results in a Master thesis with a strong innovation and entrepreneurship dimension.

To learn more about the structure of the programme, please click here.

To learn more about the I&E minor please click here.

Where can I study Visual Computing and Communication?

Entry - 1st year (common courses)

  • Delft University of Technology (TUD)
  • Royal Institute of Technology (KTH)
  • University of Trento (UniTN)

Exit - 2nd year (specialisation)

  • Communication Services and Applications at BME
  • Computer Vision and Multimedia Analysis at UniTN
  • Mobile Visual Computing at KTH
  • Visual Analytics and Pattern Recognition at TUD
  • Web-based Applications at Aalto

About EIT Digital Master School

EIT Digital Master School offers two-year, European Masters in computer science and information technology, with a focus on innovation and entrepreneurship. Students study two years in two leading European universities. They earn two Masters degrees from those universities together with a certificate awarded by the European Institute of Innovation and Technology (EIT). Students enjoy an array of benefits which includes European mobility, a three-day business challenge, a two-week Summer School, an internship and access to the EIT Digital community. Upon graduation, students are equipped with the tools to become digital innovators.

Scholarship:

·        European citizen: No tuition fees. Up to 750 Euros monthly allowance

·        Non-European citizen: tuition fee waiver of up to 50% and 750 Euros monthly allowance

Application deadline to begin studying in September 2018:

·        15 April 2018 (Open to EU/EEA/CH citizens/ Non-EU citizens*.)

*Please note that this application period is not recommended for applicants who require a visa due to time constraints. If you require a visa to study in an EU country, we recommend you delay your application to November 2018 when the application portal opens again, to start in Autumn 2019.

How should you apply?

To apply, you need to register and submit your application on the EIT Digital Application Portal. You don’t need to do your application all at once. You can access the list of required documents for your application here.

Need more information?

Master School Office: , we will be happy to help.



Read less
Why study Visual Computing and Communication?. Visual Computing and Communication focuses on the acquisition, processing, analysis, transmission, and rendering of visual information, including aspects of learning and decision making. Read more

Why study Visual Computing and Communication?

Visual Computing and Communication focuses on the acquisition, processing, analysis, transmission, and rendering of visual information, including aspects of learning and decision making. It is an interdisciplinary programme at the intersection of computer science and information technology where students can be active in the areas of image processing and communication, image analysis, computer vision, computer graphics, augmented reality, visualisation, visual analytics, as well as web-based and network applications. Our graduates combine technological and business aspects to create products and services for our ocular-centric world.

Why choose Visual Computing and Communication at EIT Digital?

Visual Computing and Communication is a perfect Masters education for those who are fascinated by the algorithms and services that handle visual information in today’s digital society. Students with excellent skills in data and signal processing, linear algebra, probability, and programming will thrive on this programme, which provides opportunities to solve real-world problems and to create new innovative solutions. There is a growing community of technologists and innovators in this challenging, yet rewarding field.

What are the career opportunities?

Our graduates become professionals with an expertise in dealing with visual information. Some may work on computer vision problems in the area of robotics or autonomous vehicles. Others may work on visualisation problems for visual analytics. Many may be drawn to the new world of augmented reality. Careers are made, for example, as an engineer at a telecommunications company, a software developer in the area of e-commerce, a technology innovation consultant, the founder of a tech start-up chasing global markets, or even a PhD researcher at a university in Europe.

How is the programme structured?

All EIT Digital Master School programmes follow the same scheme:

  • Students study one year at an ‘entry’ university and one year at an ‘exit’ university in two of EIT Digital’s hot spots around Europe.
  • Upon completion, graduates receive degrees from the two universities and a certificate awarded by the European Institute of Innovation and Technology.
  • The first year is similar at all entry points with basic courses to lay the foundation for the chosen technical programme focus. Some elective courses may also be chosen. At the same time, students are introduced to business and management. During the second semester, a design project is combined with business development exercises. These teach how to turn technology into business and how to present a convincing business plan.
  • In between the first year and the second year, a summer school addresses business opportunities within a socially relevant theme.
  • The second year offers a specialisation and a graduation project. The gradation project includes an internship at a company or a research institute and results in a Master thesis with a strong innovation and entrepreneurship dimension.

To learn more about the structure of the programme, please click here.

To learn more about the I&E minor please click here.

Where can I study Visual Computing and Communication?

Entry - 1st year (common courses)

  • Delft University of Technology (TUD)
  • Royal Institute of Technology (KTH)
  • University of Trento (UniTN)

Exit - 2nd year (specialisation)

  • Communication Services and Applications at BME
  • Computer Vision and Multimedia Analysis at UniTN
  • Mobile Visual Computing at KTH
  • Visual Analytics and Pattern Recognition at TUD
  • Web-based Applications at Aalto

About EIT Digital Master School

EIT Digital Master School offers two-year, European Masters in computer science and information technology, with a focus on innovation and entrepreneurship. Students study two years in two leading European universities. They earn two Masters degrees from those universities together with a certificate awarded by the European Institute of Innovation and Technology (EIT). Students enjoy an array of benefits which includes European mobility, a three-day business challenge, a two-week Summer School, an internship and access to the EIT Digital community. Upon graduation, students are equipped with the tools to become digital innovators.

Scholarship:

·        European citizen: No tuition fees. Up to 750 Euros monthly allowance

·        Non-European citizen: tuition fee waiver of up to 50% and 750 Euros monthly allowance

Application deadline to begin studying in September 2018:

·        15 April 2018 (Open to EU/EEA/CH citizens/ Non-EU citizens*.)

*Please note that this application period is not recommended for applicants who require a visa due to time constraints. If you require a visa to study in an EU country, we recommend you delay your application to November 2018 when the application portal opens again, to start in Autumn 2019.

How should you apply?

To apply, you need to register and submit your application on the EIT Digital Application Portal. You don’t need to do your application all at once. You can access the list of required documents for your application here.

Need more information?

Master School Office: , we will be happy to help.



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Why study Visual Computing and Communication?. Visual Computing and Communication focuses on the acquisition, processing, analysis, transmission, and rendering of visual information, including aspects of learning and decision making. Read more

Why study Visual Computing and Communication?

Visual Computing and Communication focuses on the acquisition, processing, analysis, transmission, and rendering of visual information, including aspects of learning and decision making. It is an interdisciplinary programme at the intersection of computer science and information technology where students can be active in the areas of image processing and communication, image analysis, computer vision, computer graphics, augmented reality, visualisation, visual analytics, as well as web-based and network applications. Our graduates combine technological and business aspects to create products and services for our ocular-centric world.

Why choose Visual Computing and Communication at EIT Digital?

Visual Computing and Communication is a perfect Masters education for those who are fascinated by the algorithms and services that handle visual information in today’s digital society. Students with excellent skills in data and signal processing, linear algebra, probability, and programming will thrive on this programme, which provides opportunities to solve real-world problems and to create new innovative solutions. There is a growing community of technologists and innovators in this challenging, yet rewarding field.

What are the career opportunities?

Our graduates become professionals with an expertise in dealing with visual information. Some may work on computer vision problems in the area of robotics or autonomous vehicles. Others may work on visualisation problems for visual analytics. Many may be drawn to the new world of augmented reality. Careers are made, for example, as an engineer at a telecommunications company, a software developer in the area of e-commerce, a technology innovation consultant, the founder of a tech start-up chasing global markets, or even a PhD researcher at a university in Europe.

How is the programme structured?

All EIT Digital Master School programmes follow the same scheme:

  • Students study one year at an ‘entry’ university and one year at an ‘exit’ university in two of EIT Digital’s hot spots around Europe.
  • Upon completion, graduates receive degrees from the two universities and a certificate awarded by the European Institute of Innovation and Technology.
  • The first year is similar at all entry points with basic courses to lay the foundation for the chosen technical programme focus. Some elective courses may also be chosen. At the same time, students are introduced to business and management. During the second semester, a design project is combined with business development exercises. These teach how to turn technology into business and how to present a convincing business plan.
  • In between the first year and the second year, a summer school addresses business opportunities within a socially relevant theme.
  • The second year offers a specialisation and a graduation project. The gradation project includes an internship at a company or a research institute and results in a Master thesis with a strong innovation and entrepreneurship dimension.

To learn more about the structure of the programme, please click here.

To learn more about the I&E minor please click here.

Where can I study Visual Computing and Communication?

Entry - 1st year (common courses)

  • Delft University of Technology (TUD)
  • Royal Institute of Technology (KTH)
  • University of Trento (UniTN)

Exit - 2nd year (specialisation)

  • Communication Services and Applications at BME
  • Computer Vision and Multimedia Analysis at UniTN
  • Mobile Visual Computing at KTH
  • Visual Analytics and Pattern Recognition at TUD
  • Web-based Applications at Aalto

About EIT Digital Master School

EIT Digital Master School offers two-year, European Masters in computer science and information technology, with a focus on innovation and entrepreneurship. Students study two years in two leading European universities. They earn two Masters degrees from those universities together with a certificate awarded by the European Institute of Innovation and Technology (EIT). Students enjoy an array of benefits which includes European mobility, a three-day business challenge, a two-week Summer School, an internship and access to the EIT Digital community. Upon graduation, students are equipped with the tools to become digital innovators.

Scholarship:

·        European citizen: No tuition fees. Up to 750 Euros monthly allowance

·        Non-European citizen: tuition fee waiver of up to 50% and 750 Euros monthly allowance

Application deadline to begin studying in September 2018:

·        15 April 2018 (Open to EU/EEA/CH citizens/ Non-EU citizens*.)

*Please note that this application period is not recommended for applicants who require a visa due to time constraints. If you require a visa to study in an EU country, we recommend you delay your application to November 2018 when the application portal opens again, to start in Autumn 2019.

How should you apply?

To apply, you need to register and submit your application on the EIT Digital Application Portal. You don’t need to do your application all at once. You can access the list of required documents for your application here.

Need more information?

Master School Office: , we will be happy to help.



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Computer games are expected to reach a global revenue of $111bn in 2015; yet over half of the UK’s video games employers reported a lack of suitably-skilled graduates in 2011. Read more
Computer games are expected to reach a global revenue of $111bn in 2015; yet over half of the UK’s video games employers reported a lack of suitably-skilled graduates in 2011. Both for entertainment and for more serious purposes such as virtual reality training, computer games, gamification and games intelligences are increasingly important in today’s world. This is your opportunity to turn your passion into a career.

At Essex we specialise in virtual worlds, machine learning, artificial intelligence and high-level games design and development. On our course, you develop both theoretical and practical knowledge of computer games. Our flexible approach allows you to fill gaps in your knowledge and brush up on a variety of languages, making sure you’re ready to bring your designs to life.

You explore topics including:
-Game design
-Game AI
-3D games development
-Mobile app programming
-Physics-based games

Our School is a community of scholars leading the way in technological research and development. Today’s computer scientists are creative people who are focused and committed, yet restless and experimental. We are home to many of the world’s top scientists, and our work is driven by creativity and imagination as well as technical excellence.

We are ranked Top 10 in the UK in the 2015 Academic Ranking of World Universities, with more than two-thirds of our research rated ‘world-leading’ or ‘internationally excellent (REF 2014).

Professional accreditation

This degree is accredited by the Institution of Engineering and Technology (IET).This accreditation is increasingly sought by employers, and provides the first stage towards eventual professional registration as a Chartered Engineer (CEng).

Our expert staff

The University of Essex was the birthplace of the ‘virtual world’. Multi-User Dungeons (MUD) – multi-player, real-time virtual worlds – were created by our students, including Richard Bartle, who still teaches Computer Games here today. Richard was also included in Geek.com’s list of the most influential game developers of all time.

Our research staff also include Professor Victor Callaghan, who researches immersive reality, creative science and education technology; Dr Michael Gardner, who researches virtual reality systems and mixed-reality environments; and Dr Adrian Clark, who works on computer graphics and augmented reality.

More broadly, our research covers a range of topics, from materials science and semiconductor device physics, to the theory of computation and the philosophy of computer science, with most of our research groups based around laboratories offering world-class facilities.

Our impressive external research funding stands at over £4 million and we participate in a number of EU initiatives and undertake projects under contract to many outside bodies, including government and industrial organisations.

Specialist facilities

We are one of the largest and best resourced computer science and electronic engineering schools in the UK. Our work is supported by extensive networked computer facilities and software aids, together with a wide range of test and instrumentation equipment.
-Essex is one of three co-founding universities of the new Centre for Doctoral Training in Intelligent Games and Game Intelligence
-We have six laboratories that are exclusively for computer science and electronic engineering students. Three are open 24/7, and you have free access to the labs except when there is a scheduled practical class in progress
-All computers run either Windows 7 or are dual boot with Linux
-Software includes Java, C++, Perl, MySQL, Matlab, Microsoft Office, Visual Studio, and Project
-Students have access to CAD tools and simulators for chip design (Xilinx) and computer networks (OPNET)
-We also have specialist facilities for research into areas including non-invasive brain-computer interfaces, intelligent environments, robotics, optoelectronics, video, RF and MW, printed circuit milling, and semiconductors

Your future

Graduates of our School go on to work for giants in the field such as Intel and Panasonic, but the corporate route isn’t for everyone. Some of the most exciting and innovative work in the field is being developed by small start-up companies. Our optional business module focuses on developing your entrepreneurial spirit, teaching you how to apply your technical and creative skills to your own venture.

Our recent graduates have progressed to a variety of senior positions in industry and academia.

We also work with the university’s Employability and Careers Centre to help you find out about further work experience, internships, placements, and voluntary opportunities.

Example structure

-Game Design
-Game Artificial Intelligence
-Physics-Based Games
-Mobile & Social Application Programming
-MSc Project and Dissertation
-Professional Practice and Research Methodology
-Group Project (Incorporating a Game Jam)
-Programming in Python (optional)
-Intelligent Systems and Robotics (optional)
-Machine Learning and Data Mining (optional)
-Text Analytics (optional)
-Virtual Worlds (optional)
-High-Level Games Development (optional)
-Natural Language Engineering (optional)
-Creating and Growing a New Business Venture (optional)

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For Details see below. The deadline for Applicants who graduated outside of Europe allready expired. This international oriented 2-year master’s degree programme is based on the following pillars. Read more

Application for EU graduates until 30 September 2016

For Details see below. The deadline for Applicants who graduated outside of Europe allready expired.

About the Program

This international oriented 2-year master’s degree programme is based on the following pillars:
▪ The study of a range of topics within the field of human-computer interaction: usability, user-centred design and user interface testing and research, and innovative interface technologies such as virtual reality, mobile systems, adaptive systems, mixed reality, ubiquitous computing and graphic interfaces.
▪ Acquisition of key skills and competences through a project-based study approach.

In the English-language Human-Computer Interaction M.Sc. programme, students focus on theoretical and practical issues in current computer science research in the fields of user-centered design, interactive system development and evaluation. In addition, this technically-oriented HCI master offers the opportunity to participate in interdisciplinary projects and attend courses from Architecture and Urbanism, Art and Design, Media Studies and Media Management.

In general, our programme aims at people with a bachelor’s degree or minor in computer science. The medium of instruction for all mandatory courses is English. The program has received accreditation by Acquin until 30.09.2020 in April 2015.

More Information under https://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/human-computer-interaction-msc/

Program Structure

The programme comprises 120 ECTS, distributed into the following components:
▪ Four compulsory modules (Advanced HCI, Information Processing and Presentation, Virtual/Augmented Reality and Mobile HCI), each comprising 9 ECTS.
▪ Elective module (24 ECTS in total).
▪ Two research projects (15 ECTS each).
▪ The Master’s thesis module (30 ECTS).

In accordance with the Weimar Bauhaus model, research-oriented projects contribute towards a large proportion of the master’s programme. The elective modules allows students to incorporate courses from other degree programmes such as Media Studies, Media Management, Architecture and Urbanism, and Art and Design alongside the general Computer Science and Media course catalogue. Graded language courses up to 6 ECTS may also be included, or an additional HCI related project. The fourth and final semester is dedicated to the master’s thesis.

Further information on the curriculum : https://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/curriculum-master-hci/

Career Perspectives

The HCI Master was developed based upon our experiences with the long-standing Computer Science & Media Master program. CS&M graduates have all readily found employment in industry and academia, in R&D departments at large companies (e.g. Volkswagen, BMW), research institutes (e.g. Fraunhofer), as well as at universities, with many continuing into a PhD.

Usability is becoming more and more important for computer systems as computers are embedded in many aspects of everyday life. The ability to design complex systems and interfaces with regard to usability and appropriateness for the usage context increases in importance. HCI graduates can work both in software development, in particular in conception and development of novel interface technologies, and in the area of usability and user research, which both grow in demand on the job market. Our unique project-based study approach provides graduates with a skill set that qualifies them both for research and industry careers.

Studying in Weimar

The Bauhaus, the most influential design school in the 20th century, was founded in 1919 in our main building. A tie to this history was established in the renaming as Bauhaus-Universität Weimar in 1996. We are an international university in the unique, cultural city of Weimar. We are a vibrant institution, not a museum. Experimentation and excellence prevail throughout the 4 faculties where transdisciplinary projects and co-operations in research and education are conducted.

Weimar is a medium-sized city with UNESCO World Cultural Heritage sites. It is known for its connection to literature, the arts and music and also has a music university. The affordable living costs in this area of Germany and the rich cultural program of Weimar make it a very attractive location for students.

Application Process

Applicants who graduated outside of Europe apply online at: http://www.uni-assist.de.
Applicants who graduated in Europe and do not require a visa apply online at: Online-Application.

For details see http://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/application-master-hci/

Many typical questions about the program, application process and requirements are answered in our FAQ http://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/faq-application-hci/

Requirements

Higher Education Entrance Qualification:

Students need a school leaving certificate for studies completed at secondary education level. The formal entrance qualifications for international students are checked by uni-assist (see application process).

Academic Background in Computer Science (CS):

You need some academic background in CS, such as a bachelor's degree in CS, business informatics, HCI or related areas with a focus on CS and HCI. Students with a minor in computer science (at least 60 European Credit Points) may apply, here, decisions are on a case-by-case-base.

Only diplomas of international accredited universities will be accepted. Non-academic, practical experience in computer science alone does not suffice to qualify you.

Sufficient Marks from previous studies:

If the converted credit-weighted average grade of your Bachelor's degree is between 1.0 and 2.0 in the German system, your chances of acceptance are very good. Uni-assist does the conversion into the German system.

Language Requirements:

See http://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/application-master-hci/

The medium of instruction is English, some electives can be taken in German. B2 level (CEFR) of English proficiency is needed. We require a standardised language certificate (unless your bachelor degree was done in a native-English speaking country). We accept three types of language proficiency certificates:

TOEFL (80 internet-based, 550 paper-based at minimum)
IELTS (6.0 minimum)
ESOL Cambridge First Certificate in English

To be admitted, international students have to provide proof of German proficiency at level A1 (CEFR). This is required for registration to the program. You can apply before having the A1 certificate, but might need to show you are registered for the exam for your visum.


Motivational Letter and CV:

We highly recommend a detailed CV and motivation letter. Please do not send lengthy standard letters. Make clear you know our curriculum and point out why you chose our programme, and describe your specific interest in HCI i and why you want to specialize in this area.

Further information

Please check our FAQ
http://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/faq-application-hci/


link to Video by an international Master student (from the sibling program) talking about her experiences: https://vimeo.com/77485926

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Why this course?. This full time course will cover the practical, theoretical and technological aspects of 5G Communications Systems as they evolve over the coming years. Read more

Why this course?

This full time course will cover the practical, theoretical and technological aspects of 5G Communications Systems as they evolve over the coming years.

You’ll gain expert knowledge of the latest technologies that will drive the next mobile, wireless and communications revolution, and evolve our current 4G environment to 5G communications enabled systems. Applications will cover robotics & autonomous systems, UAVs, immersive systems and augmented realities, health monitoring, cyber-integrated systems, and smart grids. Data handling of the expected 50 billion IoT (internet of things) devices coming on-line to monitor traffic, weather, environment, smart agriculture, and even when your fridge runs out of milk, will also be explored.

5G will provide greater capacity, improved reliability, support at higher rates of mobility, and wider geographical coverage, at even higher data speeds and throughput and many new services and facilities. 

On the course you will engage with experts and specialists whose integrated knowledge will enable you to gain the skills, knowledge and expertise to be part of the definition of the next generation of mobile and wireless communications. These will include:

  • Mobile & Wireless Standards (such as LTE, 802.11x,)
  • Software Defined Radio (SDR)
  • Software Defined Networking (SDN) Systems
  • Internet of Things (IoT) Wireless Communications
  • Big Data & Information Management
  • Security & Cybersecurity systems
  • Spectrum Access, & Dynamic Spectrum
  • 5G Hardware Systems Design – FPGA & Microcontrollers
  • Advanced DSP/Comms Systems; eg Massive MIMO
  • Augmented Reality & Advanced Multimedia Systems

What you’ll study

There are two semesters of compulsory and optional taught classes, followed by a three month summer research project working in a core area of 5G Communications system design, either in the Department or with an industry partner via an internship.

Facilities for research projects are extensive and these will allow you to choose to work on projects in a wide variety of areas such as physical and MAC layers (e.g. Advanced LTE) from IoT, cybersecurity, dynamic spectrum, massive-MIMO, low latency communications, or in applications such as smart agriculture, environment monitoring, computer vision, communicating radar, satellite systems, automotive, driver-less cars and of course some application domains yet to be established with the advent of 5G!

Facilities

We have an extensive set of teaching spaces and learning environments alongside a dedicated Masters Project and Study Environment for self-study and group working.

We work closely with a number of industry partners, and our state-of-the-art facilities include wireless and mobile radio hardware and software, FPGA and SDR systems, supported by companies including EE, Vodafone, Xilinx, Cisco, MathWorks, British Telecom, Intel, Lime Microsystems , Analog Devices and many smaller companies and organisations. Our research laboratories include our Signal Processing Design Lab; Image and Vision Processing Lab; White Space Radio Testbed, IoT Test Facility, RF anechoic room, and so on.

Learning & teaching

We use a blend of teaching and learning methods including interactive lectures, on-line video lectures, problem-solving tutorials and practical project-based laboratories. Our extensive teaching and project facilities include state-of-the-art Software Defined Radio laboratories, IoT and networking capabilities, Computer Vision laboratories, alongside satellite and sensor equipment.

Each module comprises approximately five hours engagement per week. Some classes are presented in traditional lecture-tutorial-lab style, and we also offer a number of “flipped learning” classes whereby lectures are delivered through complete on-line video sets, with complementary in-class discussion and review seminars held each week to discuss relevant topics and subject matter.

To enhance your understanding, you are expected to undertake a further five to six hours of self-study, using our web-based virtual learning environment (MyPlace), research journals and library facilities.

The teaching and learning methods ensure you'll develop not only technical engineering expertise but also communications, project management and leadership skills.

Industry engagement

Interaction with industry is provided through our internships, teaching seminars and networking events.

British Telecom, Vodafone, Everything-Everywhere, Xilinx, Cisco, Texas Instruments, MathWorks, NXP/Qualcomm and Selex ES are just a few examples of the industry partners working with Strathclyde at this time, and you have the opportunity to engage with them during your studies.

Assessment

A variety of assessment techniques are used throughout the course. You'll complete 120 credits of taught modules. Each module has a combination of written assignments, individual and group reports, oral presentations, practical lab work and, where appropriate, an end-of-term exam.

Assessment of the summer research project consists of four elements, with individual criteria:

  • Interim report (10%, 1,500 to 3,000 words) – The purpose of this report is to provide a mechanism for supervisors to provide valuable feedback on the project’s objectives and direction
  • Poster Presentation (15%) – A vital skill of an engineer is the ability to describe their work to others and respond to requests for information. The poster presentation is designed to give you an opportunity to practise that
  • Final report (55%) – This assesses the communication of project objectives and context, accuracy and relevant of background material, description of practical work and results, depth and soundness of discussion and conclusions, level of engineering achievement and the quality of the report’s presentation
  • Conduct (20%) - Independent study, project and time management are key features of university learning. The level of your initiative & independent thinking and technical understanding are assessed through project meetings with your supervisor and your written logbooks

Careers

As communications now impacts on virtually all areas of society, commerce and business, job opportunities are excellent, and you will be equipped for employment across a range of sectors including mobile/wireless, IT, defence, and big data.

Professional and technical occupations with international companies such as Samsung, Xilinx, British Telecom, MathsWorks, Nokia and Texas Instruments, as well as local companies such as Cirrus Logic, Leonardo, and Stream, are available.

Globalisation of the communications sector and the evolution of many countries to 5G means if graduates wish to work abroad, this course provides an ideal passport to anywhere in the world.

Job titles include:

  • wireless communications engineer
  • wireless mobility engineer
  • graduate controls engineer


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The fields of graphics, vision and imaging increasingly rely on one another. Read more

The fields of graphics, vision and imaging increasingly rely on one another. This unique and timely MSc provides training in computer graphics, geometry processing, virtual reality, machine vision and imaging technology from world-leading experts, enabling students to specialise in any of these areas and gain a grounding in the others.

About this degree

Graduates will understand the basic mathematical principles underlying the development and application of new techniques in computer graphics and computer vision and will be aware of the range of algorithms and approaches available, and be able to design, develop and evaluate algorithms and methods for new problems, emerging technologies and applications.

Students undertake modules to the value of 180 credits.

The programme consists of four core modules (60 credits), four optional modules (60 credits) and a research project (60 credits).

Core modules

  • Computer Graphics (15 credits)
  • Image Processing (15 credits)
  • Mathematical Methods, Algorithmics and Implementations (15 credits)
  • Research Methods and Reading (15 credits)

Optional modules

Students must choose a minimum of 15 and a maximum of 30 credits from Group One options. Students must choose a minimum of 30 and a maximum of 45 credits from Group Two options.

Group One Options (15 to 30 credits)

  • Machine Vision (15 credits)
  • Virtual Environments (15 credits)

Group Two Options (30 to 45 credits)

  • Acquisition and Processing of 3D Geometry (15 credits)
  • Computational Modelling for Biomedical Imaging (15 credits)
  • Computational Photography and Capture (15 credits)
  • Geometry of Images (15 credits)
  • Graphical Models (15 credits)
  • Information Processing in Medical Imaging (15 credits)
  • Introduction to Machine Learning (15 credits)
  • Inverse Problems in Imaging (15 credits)
  • Numerical Optimisation (15 credits)
  • Robotic Sensing, Manipulation and Interaction (15 credits)
  • Robotic Vision and Navigation (15 credits)

Please note: the availability and delivery of optional modules may vary, depending on your selection.

Dissertation/report

All students undertake an independent research project related to a problem of industrial interest or on a topic near the leading edge of research, which culminates in a 60–80 page dissertation.

Teaching and learning

The programme is delivered through a combination of lectures and tutorials. Lectures are often supported by laboratory work with help from demonstrators. Student performance is assessed by unseen written examinations, coursework and a substantial individual project.

Further information on modules and degree structure is available on the department website: Computer Graphics, Vision and Imaging MSc

Careers

Graduates are ready for employment in a wide range of high-technology companies and will be able to contribute to maintaining and enhancing the UK's position in these important and expanding areas. The MSc provides graduates with the up-to-date technical skills required to support a wealth of research and development opportunities in broad areas of computer science and engineering, such as multimedia applications, medicine, architecture, film animation and computer games. Our market research shows that the leading companies in these areas demand the deep technical knowledge that this programme provides. Graduates have found positions at global companies such as Disney, Sony and Siemens. Others have gone on to PhD programmes at leading universities worldwide.

Recent career destinations for this degree

  • Business Analyst, Adobe
  • Software Engineer, FactSet Research Systems
  • MRes in Engineering, Imperial College London
  • Software Engineer, Sengtian Software
  • PhD in Computer Graphics, UCL

Employability

UCL received the highest percentage (96%) for quality of research in Computer Science and Informatics in the UK's most recent Research Excellence Framework (REF2014).

Our graduates have some of the highest employment rates of any university in the UK. This degree programme also provides a foundation for further PhD study or industrial research.

Careers data is taken from the ‘Destinations of Leavers from Higher Education’ survey undertaken by HESA looking at the destinations of UK and EU students in the 2013–2015 graduating cohorts six months after graduation.

Why study this degree at UCL?

UCL Computer Science contains some of the world's leading researchers in computer graphics, geometry processing, computer vision and virtual environments.

Research activities include geometric acquisition and 3D fabrication, real-time photo-realistic rendering, mixed and augmented reality, face recognition, content-based image-database search, video-texture modelling, depth perception in stereo vision, colour imaging for industrial inspection, mapping brain function and connectivity and tracking for SLAM (simultaneous localisation and mapping).

Research Excellence Framework (REF)

The Research Excellence Framework, or REF, is the system for assessing the quality of research in UK higher education institutions. The 2014 REF was carried out by the UK's higher education funding bodies, and the results used to allocate research funding from 2015/16.

The following REF score was awarded to the department: Computer Science

96% rated 4* (‘world-leading’) or 3* (‘internationally excellent’)

Learn more about the scope of UCL's research, and browse case studies, on our Research Impact website.



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